Hi All,
Goal is to enable player to send out AOE pulse (e.g., invisible expanding sphere) and have individual particles in Niagara systems react if the pulse overlaps them. Primarily for triggering particle emission/glow and audio effects. Flexibility regarding audio manipulation is a big focus. This will be a core part of the game so looking to build something flexible that can work as a framework for different Niagara systems.
Can anyone point me in the right direction for the approaches I should explore? Any recourses would be greatly appreciated. For context, I’ve looked into using “Export Particle Data to Blueprint” callbacks but the resources I’ve found deal with collision events (vs overlap with a specific volume) and impact the entire system vs individual particles.
Thanks!